diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-03-29 20:02:27 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-03-29 20:02:27 +0400 |
commit | 2dff7c01ada2a645d39c2acdc83a10e4a295b35b (patch) | |
tree | b68b29a7488b500b8beca2961685badfaf83952f /intern/opencolorio/ocio_impl.cc | |
parent | 44a43afd0e858a8a3d563ff0a1a7b6b8043bd8f3 (diff) |
Implement GPU-side display transform for clip editor
Implemented using GLSL API from OpenColorIO library and
some general functions were added to it's c-api:
- OCIO_setupGLSLDraw prepares OpenGL context for GPU-based
transformation for a giver processor.
This function compiles and links shader, sets up it's
argument. After this transformation would be applied
on an image displaying as a 2D texture.
So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will
do a proper color space transform.
- OCIO_finishGLSLDraw restores OpenGL context after all
color-managed display is over.
- OCIO_freeOGLState frees allocated state structure used
for cacheing some GLSL-related stuff.
There're some utility functions in IMB_colormanagent which
are basically proxies to lower level OCIO functions but
which could be used from any place in blender.
Chacheing of movie clip frame on GPU is also removed now,
and either glaDrawPixelsTex or glaDrawPixelsAuto are used
for display now. This is so no code duplication happens
now and no large textures are lurking around in GPU memory.
Known issues:
- Texture buffer and GLSL are no longer checking for
video card capabilities, possibly could lead to some
artifacts on crappy drivers/cards.
- Only float buffers are displaying using GLSL, byte
buffers will still use fallback display method.
This is to be addressed later.
- If RGB curves are used as a part of display transform,
GLSL display will also be disabled. This is also thing
to be solved later.
Additional changes:
- glaDrawPixelsTexScaled will now use RGBA16F as an
internal format of storing textures when it's used
to draw float buffer. This is needed so LUT are
applied without precision loss.
Diffstat (limited to 'intern/opencolorio/ocio_impl.cc')
-rw-r--r-- | intern/opencolorio/ocio_impl.cc | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/intern/opencolorio/ocio_impl.cc b/intern/opencolorio/ocio_impl.cc index b073a038f0d..8803814ce3f 100644 --- a/intern/opencolorio/ocio_impl.cc +++ b/intern/opencolorio/ocio_impl.cc @@ -26,8 +26,16 @@ */ #include <iostream> +#include <sstream> #include <string.h> +#ifdef __APPLE__ +#include <OpenGL/gl.h> +#include <OpenGL/glu.h> +#else +#include <GL/glew.h> +#endif + #include <OpenColorIO/OpenColorIO.h> using namespace OCIO_NAMESPACE; @@ -50,6 +58,8 @@ using namespace OCIO_NAMESPACE; #define MEM_NEW(type) new(MEM_mallocN(sizeof(type), __func__)) type() #define MEM_DELETE(what, type) if(what) { ((type*)(what))->~type(); MEM_freeN(what); } (void)0 +static const int LUT3D_EDGE_SIZE = 32; + static void OCIO_reportError(const char *err) { std::cerr << "OpenColorIO Error: " << err << std::endl; @@ -541,3 +551,228 @@ void OCIOImpl::matrixTransformScale(float * m44, float * offset4, const float *s { MatrixTransform::Scale(m44, offset4, scale4f); } + +/* **** OpenGL drawing routines using GLSL for color space transform ***** */ + +/* Some of the GLSL transform related functions below are adopted from + * ociodisplay utility of OpenColorIO project which are originally + * + * Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved. + */ + +typedef struct OCIO_GLSLDrawState { + bool lut3d_texture_allocated; /* boolean flag indicating whether + * lut texture is allocated + */ + + GLuint lut3d_texture; /* OGL texture ID for 3D LUT */ + + float *lut3d; /* 3D LUT table */ + + /* Cache */ + std::string lut3dcacheid; + std::string shadercacheid; + + /* GLSL stuff */ + GLuint fragShader; + GLuint program; + + /* Previous OpenGL state. */ + GLint last_texture, last_texture_unit; +} OCIO_GLSLDrawState; + +static const char * g_fragShaderText = "" +"\n" +"uniform sampler2D tex1;\n" +"uniform sampler3D tex2;\n" +"\n" +"void main()\n" +"{\n" +" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n" +" gl_FragColor = OCIODisplay(col, tex2);\n" +"}\n"; + +static GLuint compileShaderText(GLenum shaderType, const char *text) +{ + GLuint shader; + GLint stat; + + shader = glCreateShader(shaderType); + glShaderSource(shader, 1, (const GLchar **) &text, NULL); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); + + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog(shader, 1000, &len, log); + return 0; + } + + return shader; +} + +static GLuint linkShaders(GLuint fragShader) +{ + if (!fragShader) + return 0; + + GLuint program = glCreateProgram(); + + if (fragShader) + glAttachShader(program, fragShader); + + glLinkProgram(program); + + /* check link */ + { + GLint stat; + glGetProgramiv(program, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog(program, 1000, &len, log); + fprintf(stderr, "Shader link error:\n%s\n", log); + return 0; + } + } + + return program; +} + +static OCIO_GLSLDrawState *allocateOpenGLState(void) +{ + OCIO_GLSLDrawState *state; + + /* Allocate memory for state. */ + state = (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState), + "OCIO OpenGL State struct"); + + /* Call constructors on new memory. */ + new (&state->lut3dcacheid) std::string(""); + new (&state->shadercacheid) std::string(""); + + return state; +} + +/* Ensure LUT texture and array are allocated */ +static void ensureLUT3DAllocated(OCIO_GLSLDrawState *state) +{ + int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE; + + if (state->lut3d_texture_allocated) + return; + + glGenTextures(1, &state->lut3d_texture); + + state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT"); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_3D, state->lut3d_texture); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, + LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, + 0, GL_RGB,GL_FLOAT, &state->lut3d); + + state->lut3d_texture_allocated = true; +} + +/** + * Setup OpenGL contexts for a transform defined by processor using GLSL + * All LUT allocating baking and shader compilation happens here. + * + * Once this function is called, callee could start drawing images + * using regular 2D texture. + * + * When all drawing is finished, finishGLSLDraw shall be called to + * restore OpenGL context to it's pre-GLSL draw state. + */ +void OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor) +{ + ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *) processor; + + /* Create state if needed. */ + OCIO_GLSLDrawState *state; + if (!*state_r) + *state_r = allocateOpenGLState(); + state = *state_r; + + glGetIntegerv(GL_TEXTURE_2D, &state->last_texture); + glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit); + + ensureLUT3DAllocated(state); + + /* Step 1: Create a GPU Shader Description */ + GpuShaderDesc shaderDesc; + shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_0); + shaderDesc.setFunctionName("OCIODisplay"); + shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE); + + /* Step 2: Compute the 3D LUT */ + std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc); + if (lut3dCacheID != state->lut3dcacheid) { + state->lut3dcacheid = lut3dCacheID; + ocio_processor->getGpuLut3D(state->lut3d, shaderDesc); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_3D, state->lut3d_texture); + glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, + LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, + GL_RGB, GL_FLOAT, state->lut3d); + } + + /* Step 3: Compute the Shader */ + std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc); + if (state->program == 0 || shaderCacheID != state->shadercacheid) { + state->shadercacheid = shaderCacheID; + + std::ostringstream os; + os << ocio_processor->getGpuShaderText(shaderDesc) << "\n"; + os << g_fragShaderText; + + if (state->fragShader) + glDeleteShader(state->fragShader); + state->fragShader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str()); + + if (state->program) + glDeleteProgram(state->program); + + state->program = linkShaders(state->fragShader); + } + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_3D, state->lut3d_texture); + + glActiveTexture(GL_TEXTURE0); + + glUseProgram(state->program); + glUniform1i(glGetUniformLocation(state->program, "tex1"), 0); + glUniform1i(glGetUniformLocation(state->program, "tex2"), 1); +} + +void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state) +{ + glActiveTexture(state->last_texture_unit); + glBindTexture(GL_TEXTURE_2D, state->last_texture); + glUseProgram(0); +} + +void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state) +{ + using std::string; + + if (state->lut3d_texture_allocated) + glDeleteTextures(1, &state->lut3d_texture); + + if (state->lut3d) + MEM_freeN(state->lut3d); + + state->lut3dcacheid.~string(); + state->shadercacheid.~string(); + + MEM_freeN(state); +} |